I have an issue where the textures are super stretched and look really blurry and bad at certain angles, I am using vulkan and have POM set to high. https://drive.google.com/file/d/16XIzvfLzEPvRkITCJg2EnP3J66zBdy00/view?usp=sharing
Edit: It's 100% an issue with TAA, because I don't have it when I turn TAA off. But I only see it on ground textures. Not sure why... I'm also using the perfect TAA mod in recommended mods + visual redemption.
This is also a problem with vanilla textures, but most of them are so blurry you cant tell. TAA is blurring parallax mapping. Most of my pack has reduced height cause of this issue. So yeah no fix for this unfortunately.
ALL AROUND THE MAP updates: Added few missing archives and textures to Sisika Penitentiary. Improved a lot of older TTO textures with better displacements and less TAA blur, less than vanilla had. Remade and improved multiple older TTO version rocky grounds, mossy muddy rocky grounds, dead pine forest grounds and a lot of different grasses. Multiple new cliff and top rock textures.
AREA SPECIFIC updates: CUMBERLAND & GRIZZLIES EAST: Reworked old TTO weedy grass textures to look closer to vanilla, fix weird blend errors and have proper tintmaps. DACOTA RIVER: Multiple new gravel- , dirt- and rocky grounds. Multiple new top rocks. GRIZZLIES WEST: New canyon gravel and dirt grounds. New mud ground in Colter. GREAT PLAINS, TALL TREES & HENNIGANS: Improved old TTO's few different grasses and pine forest grounds. HEARTLANDS/VALENTINE: New lush grass texture. Multiple new cliff top rocks and rocky grounds. Reworked and improved old TTO lush grasses, dry grass and sparse grass. LEMOYNE: -Scarlet Meadows- New road variants, pond area sands, rockfaces, muds, dirt stones, ground roots and dirt grass. New shell road at Braithwaite Manor. Completely remade old TTO's forest leaves ground and weedy grass. Reworked old TTO's clover grass and dried grass. They now have more displacement and are closer to vanilla. -Swamps- Multiple new swamp forest grounds, muds, kudzu leaves and muddy leaves. Remade older grass variant. Improved muddy moss texture. ROANOKE: Multiple new cliffs, top rocks and rocky grounds. New road ground roots, shoreline sandy grounds, muds and muddy rocks. Improved old TTO clover grass texture.
awesome I'll give it a shot today and report back, I have a 4090 so we'll so how bad it impacts anything.. And yes, I noticed it most on weeds and piles of sticks, like you said, things that stick out high above the ground. Is it possible to make a version with even more reduced height? Also do you know how other antialising methods would deal with parallax in RDR2? Have you tried other AA? For instance I have used TFAA through reshade in other games, or SMAA, MSAA.
Ingame MSAA doesn't blur the displacements. And no I can't really reduce the height since that heightmap is also used for texture blending :/ But if it really bothers you, set the parallax mapping setting to low or medium, it reduces it alot.
so I'd say good results with these new textures, I think rocks looked better, but grass/clovers were about the same. However, everything definitely looked better overall with POM set to high, and I didn't notice any stuttering or significant performance difference. But the real solution now really just seems to be setting POM to low with the current textures. Anything higher than that, the blur is just too distracting.
So far I've had no issue running this on Direct X12 once loading the game up in vulkan then switching to DX12. Game still works fine w the textures and no noticeable difference.
no, you can't change renderer mid-game and see the changes without restarting first. The shaders etc aren't changing, he's just telling the game to use DX12 on the next load, which is why he's not noticing a difference.
Yes, but most of the parallax is slightly less than vanilla since it has alot of blur with TAA / upscalers. And no I can't simply make this dx12 compatible.
Tried it out on vulkan and it's pretty solid honestly, thanks for your work. Not being able to use it on dx12 is unfortunate but understandable. Since I need to use dx12 to get more consistent fps and be able to use frame gen I think I'll pass :(
It is actually possible, the reason it does not work with dx12 is because of the bc7 and some of the bc3srgb formats that you are using, use the same textures formats as in the original ytds in the game files, such as bc1 bc1srgb and bc3,bc3srgb, and then it will load 100% and work with dx12.
I did that to the old version of this mod and completed 100% with it on dx12, no quality loss after conversion, and the mod size went from +7gbs to around 3.42 gbs, but unfortunately I deleted it by mistake. You can find a mod here called fixed prison scars or something like that, is it a 2k texture working with dx12, check its ytd, you will see the formats used for textures like I said above.
I used paint back then to convert, took a very long time, but dx12 is worth it, sure someone with knowledge in scripts and stuff can do this much much faster.
either way it is a great mod, I just wanted to comment on this to say that yes it is possible with dx12 if the correct textures formets will be used as I explained above.
I'm at the beginning of the game when I'm travelling by carriage out of the snow and the game doesn't launch when I have place the South folder in the lml folder. But when I take it out and leave the Main folder in the game launches fine. What could be the issue?
For all of you—the mod is not the issue, and there’s no problem with the spawns. You’ve likely downloaded a poorly made config and further messed it up yourselves. The configs here are so bad that even the vanilla config performs better
Now, I will explain what happens with these configuration files. For instance, I recently came across a configuration where the pedmemorymultiplier was set to 3000, whereas the original value was 500 (note that this configuration was not directly related to NPCs). First, let me add that the game, or rather the memory pools, are typically configured with an additional 15-20% overhead to allow for some breathing room. This is a common practice in software engineering to ensure that systems have enough resources to handle peak loads without crashing or experiencing significant performance degradation. Second, I imagine that to increase the pool from 500 to 3000, you would need to upscale npc to 8k—since this pool is allocated per NPC, not for all NPCs collectively. This brings me to a critical point: there is a hidden, predefined space within the game’s architecture that is designed to store a certain number of NPCs. For example, this space might be optimized to handle around 150 NPCs with a pool size of 500. Now, if you configure the game to allocate a pool of 3000 for a single NPC, and then spawn, say, 70 NPCs, the game will start to struggle. This is because the allocated memory space is being stretched beyond its intended capacity, leading to performance bottlenecks. The same logic applies to pools for animals or other entities. Moreover, there’s another layer to this. Many players increase the size of various pools like thdstore dwdstore , and similar configurations. Most people assume that these pools represent physical memory space, but in reality, they are more akin to dictionaries or story containers—data structures that store information about the game world. When players increase these pools, they often fail to account for the fact that these structures need to be "fed" or properly managed. For example, if you increase the size of a txdstore pool, you’re essentially telling the game, "Hey, I’ve allocated space for 2x the amount of data." However, if you don’t know how to properly populate or manage this space, the game will respond by saying, "Okay, I’ll keep in mind that you’ve reserved space for twice as many dictionary entries, but I’ll only use the vanilla amount unless you specify otherwise." This is where things get problematic. Many players write zeros, effectively occupying space without providing the necessary resources to manage it. This leads to a situation where the game’s memory is over-allocated but underutilized, leaving little room for other critical tasks. As a result, the game’s performance suffers, and players experience lag, crashes, spawns or other issues.
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Edit: It's 100% an issue with TAA, because I don't have it when I turn TAA off. But I only see it on ground textures. Not sure why... I'm also using the perfect TAA mod in recommended mods + visual redemption.
TAA is blurring parallax mapping. Most of my pack has reduced height cause of this issue.
So yeah no fix for this unfortunately.
You can try out a preview build, this has alot of improvements on problems like this and alot of new textures, but I think this might introduce stuttering thats why I haven't released it for public:
https://drive.google.com/file/d/1py17Bb_wuwIGdxJI9UD91SP7attjO_a4/view?usp=drive_link
Changes in this version:
ALL AROUND THE MAP updates:
Added few missing archives and textures to Sisika Penitentiary.
Improved a lot of older TTO textures with better displacements and less TAA blur, less than vanilla had.
Remade and improved multiple older TTO version rocky grounds, mossy muddy rocky grounds, dead pine forest grounds and a lot of different grasses.
Multiple new cliff and top rock textures.
AREA SPECIFIC updates:
CUMBERLAND & GRIZZLIES EAST:
Reworked old TTO weedy grass textures to look closer to vanilla, fix weird blend errors and have proper tintmaps.
DACOTA RIVER:
Multiple new gravel- , dirt- and rocky grounds. Multiple new top rocks.
GRIZZLIES WEST:
New canyon gravel and dirt grounds.
New mud ground in Colter.
GREAT PLAINS, TALL TREES & HENNIGANS:
Improved old TTO's few different grasses and pine forest grounds.
HEARTLANDS/VALENTINE:
New lush grass texture.
Multiple new cliff top rocks and rocky grounds.
Reworked and improved old TTO lush grasses, dry grass and sparse grass.
LEMOYNE:
-Scarlet Meadows-
New road variants, pond area sands, rockfaces, muds, dirt stones, ground roots and dirt grass.
New shell road at Braithwaite Manor. Completely remade old TTO's forest leaves ground and weedy grass.
Reworked old TTO's clover grass and dried grass. They now have more displacement and are closer to vanilla.
-Swamps-
Multiple new swamp forest grounds, muds, kudzu leaves and muddy leaves.
Remade older grass variant. Improved muddy moss texture.
ROANOKE:
Multiple new cliffs, top rocks and rocky grounds.
New road ground roots, shoreline sandy grounds, muds and muddy rocks.
Improved old TTO clover grass texture.
I did that to the old version of this mod and completed 100% with it on dx12, no quality loss after conversion, and the mod size went from +7gbs to around 3.42 gbs, but unfortunately I deleted it by mistake. You can find a mod here called fixed prison scars or something like that, is it a 2k texture working with dx12, check its ytd, you will see the formats used for textures like I said above.
I used paint back then to convert, took a very long time, but dx12 is worth it, sure someone with knowledge in scripts and stuff can do this much much faster.
either way it is a great mod, I just wanted to comment on this to say that yes it is possible with dx12 if the correct textures formets will be used as I explained above.
doesn't seem to impact my performance either
For all of you—the mod is not the issue, and there’s no problem with the spawns. You’ve likely downloaded a poorly made config and further messed it up yourselves. The configs here are so bad that even the vanilla config performs better
Now, I will explain what happens with these configuration files. For instance, I recently came across a configuration where the pedmemorymultiplier was set to 3000, whereas the original value was 500 (note that this configuration was not directly related to NPCs).
First, let me add that the game, or rather the memory pools, are typically configured with an additional 15-20% overhead to allow for some breathing room. This is a common practice in software engineering to ensure that systems have enough resources to handle peak loads without crashing or experiencing significant performance degradation.
Second, I imagine that to increase the pool from 500 to 3000, you would need to upscale npc to 8k—since this pool is allocated per NPC, not for all NPCs collectively. This brings me to a critical point: there is a hidden, predefined space within the game’s architecture that is designed to store a certain number of NPCs. For example, this space might be optimized to handle around 150 NPCs with a pool size of 500. Now, if you configure the game to allocate a pool of 3000 for a single NPC, and then spawn, say, 70 NPCs, the game will start to struggle. This is because the allocated memory space is being stretched beyond its intended capacity, leading to performance bottlenecks. The same logic applies to pools for animals or other entities.
Moreover, there’s another layer to this. Many players increase the size of various pools like thdstore dwdstore
, and similar configurations. Most people assume that these pools represent physical memory space, but in reality, they are more akin to dictionaries or story containers—data structures that store information about the game world. When players increase these pools, they often fail to account for the fact that these structures need to be "fed" or properly managed. For example, if you increase the size of a txdstore
pool, you’re essentially telling the game, "Hey, I’ve allocated space for 2x the amount of data." However, if you don’t know how to properly populate or manage this space, the game will respond by saying, "Okay, I’ll keep in mind that you’ve reserved space for twice as many dictionary entries, but I’ll only use the vanilla amount unless you specify otherwise."
This is where things get problematic. Many players write zeros, effectively occupying space without providing the necessary resources to manage it. This leads to a situation where the game’s memory is over-allocated but underutilized, leaving little room for other critical tasks. As a result, the game’s performance suffers, and players experience lag, crashes, spawns or other issues.